Galewind the Dungeon (0, 2, D) (unseen) (0, 4, D) (unseen) (0, 6, D) (unseen) (0, 8, D) (unseen) (0, 10, D) (unseen) (1, 11, D) (unseen) (3, 2, D) a +5 triple sword (still there?) a +5 great sword (still there?) a +5 double sword (still there?) a +5 demon blade (still there?) (3, 3, D) a +5 lajatang (unseen) (3, 4, D) 1000 sling bullets (still there?) a +5 fustibalus (still there?) a +5 hunting sling (still there?) a +5 longbow (still there?) 1000 arrows (still there?) a +5 shortbow (still there?) a +5 triple crossbow (still there?) a +5 arbalest (still there?) 1000 bolts (still there?) a +5 hand crossbow (still there?) (3, 11, D) (unseen) (4, 2, D) a +5 rapier a +5 dagger (4, 3, D) a +5 giant spiked club (still there?) a +5 giant club (still there?) a +5 great mace (still there?) a +5 demon whip (still there?) (4, 4, D) a +5 bardiche (still there?) a +5 demon trident (still there?) (4, 5, D) a +5 executioner's axe (still there?) a +5 battleaxe (still there?) a +5 broad axe (still there?) (4, 7, D) a +3 large shield a +3 medium shield (4, 8, D) a +5 crystal plate armour +5 gold dragon scales +5 shadow dragon scales +5 storm dragon scales +5 ice dragon scales +5 fire dragon scales a +5 plate armour (5, 11, D) (unseen) (7, 11, D) (unseen) (9, 11, D) (unseen) (10, 0, D) the cursed +14 obsidian axe {chop, +Fly SInv *Curse} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. It lets you see invisible. It lets you fly. It curses itself when equipped. It has a curse placed upon it. the +18 shield of the Gong {rElec rN+ MR+ EV-5} It affects your evasion (-5). It insulates you from electricity. It protects you from negative energy. It affects your resistance to hostile enchantments. the +15 Maxwell's patent armour {-Cast -Tele rElec MR+ rCorr} It insulates you from electricity. It affects your resistance to hostile enchantments. It prevents spellcasting. It prevents most forms of teleportation. It provides partial protection from all sources of acid and corrosion. the +10 dark maul {crush} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. the +9 heavy crossbow "Sniper" {velocity, Acc+∞ SInv} Any bolt fired from it inflicts extra damage. It lets you see invisible. (11, 0, D) the +7 longbow "Piercer" {penet, EV-2} Ammo fired by it will pass through the targets it hits, potentially hitting all targets in its path until it reaches its maximum range. It affects your evasion (-2). the +7 Singing Sword {slice} It will always inflict at least some extra damage. This minimum extra damage increases with your current reserve of magical power. the +7 mace of Variability {chain chaos} Each time it hits an enemy it has a different, random effect. the +0 sword of Power the cursed +13 scythe of Curses {drain, *Curse} A truly terrible weapon, it drains the life of those it strikes. It curses itself when equipped. It has a curse placed upon it. the +9 sword of Zonguldrok {reap} If a monster killed with it leaves a corpse in good enough shape, the corpse will be animated as a zombie friendly to the killer. the +8 lance "Wyrmbane" {slay drac, rPois rF+ rC+ AC+3} It affects your AC (+3). It protects you from fire. It protects you from cold. It protects you from poison. the +8 plutonium sword {irradiate, *Contam MR+ Stlth-} It affects your resistance to hostile enchantments. It causes magical contamination when unequipped. It makes you less stealthy. the +6 shillelagh "Devastator" {shatter} the +7 great mace "Firestarter" {inner flame, rF++} It has been specially enchanted to surge with flame as it hits, increasing damage dealt by approximately one third against foes not resistant or susceptible to fire. It greatly protects you from fire. (11, 11, D) (unseen) (13, 11, D) (unseen) (61, 0, D) a +1 dagger of protection (61, 1, D) (unseen) (61, 8, D) a lightning rod (4/4) (61, 16, D) a +3 leather armour of poison resistance (61, 26, D) a +2 hat (unseen) (62, 0, D) a +3 arbalest of freezing (62, 7, D) a +0 robe (62, 9, D) a +7 mace of protection (62, 17, D) a +0 trident a +0 plate armour a +0 flail an orc skeleton (62, 26, D) a +0 rapier of freezing (unseen) (62, 27, D) a book of Alchemy (unseen) (63, 0, D) an uncursed staff of earth (63, 16, D) a +3 dagger of venom (63, 17, D) a +0 club a +0 leather armour a +0 dagger a +0 robe a +3 shortbow of seeking (63, 18, D) a +0 dire flail a +0 chain mail (63, 20, D) a +0 dagger a +0 scale mail (63, 25, D) (unseen) (63, 26, D) an uncursed staff of earth (unseen) (63, 27, D) a lamp of fire (unseen) (64, 19, D) a cursed -3 short sword an orc skeleton (64, 26, D) a phial of floods (unseen) (64, 27, D) an uncursed amulet of magic regeneration (unseen) (65, 26, D) a book of Changes (unseen) (67, 0, D) a cursed -1 leather armour (still there?) the +7 spear of Profit {freeze, rPois Dex-4 SInv Stlth+} (still there?) It has been specially enchanted to freeze those struck by it, increasing damage dealt by approximately one third against foes not resistant or susceptible to cold, and potentially slowing cold-blooded foes. It affects your dexterity (-4). It protects you from poison. It lets you see invisible. It makes you more stealthy. (68, 0, D) a +0 trident a +0 scale mail (69, 0, D) a +0 trident (still there?) an uncursed staff of conjuration (still there?) (70, 8, D) an uncursed staff of cold (71, 13, D) Sif Muna's Papyrus of Supportive Hexes Spells Type Level a - Call Imp Summoning 2 b - Yara's Violent Unravelling Hexes/Transmutation 4 c - Spellforged Servitor Conjuration/Summoning 7 (71, 16, D) the +6 lightning scales {run, rElec} It insulates you from electricity. (71, 17, D) the +11 triple sword of Theory {antimagic, Str+4} It reduces the magical energy of the wielder, and disrupts the spells and magical abilities of those hit. Natural abilities and divine invocations are not affected. It affects your strength (+4). (71, 18, D) the +4 ring mail "Dupsotz" {*Contam rPois Regen+ Int+4} It affects your intelligence (+4). It protects you from poison. It causes magical contamination when unequipped. It increases your rate of regeneration. (71, 26, D) a +1 chain mail of poison resistance (unseen) (71, 27, D) an uncursed staff of earth (unseen) (72, 8, D) an uncursed staff of summoning (72, 16, D) a book of Air (72, 26, D) an uncursed staff of cold (72, 27, D) an uncursed staff of earth (unseen) (72, 30, D) the +9 morningstar of Valiance {drain, rPois rC+ Int+2} A truly terrible weapon, it drains the life of those it strikes. It affects your intelligence (+2). It protects you from cold. It protects you from poison. a +0 flail (72, 31, D) a +0 hand axe (still there?) a purple draconian corpse (skeletalised by now) (still there?) (72, 32, D) a +0 hand axe (still there?) a white draconian corpse (skeletalised by now) (still there?) (72, 33, D) Sif Muna's Guide on Assistive Confrontation Spells Type Level a - Swiftness Charms/Air 2 b - Sticky Flame Conjuration/Fire 4 c - Bolt of Fire Conjuration/Fire 6 d - Chain Lightning Conjuration/Air 8 Sif Muna's Grimoire of Excruciating Feathers Spells Type Level a - Stone Arrow Conjuration/Earth 3 b - Mephitic Cloud Conjuration/Poison/Air 3 c - Sticky Flame Conjuration/Fire 4 d - Fireball Conjuration/Fire 5 e - Poison Arrow Conjuration/Poison 6 (73, 1, D) an uncursed ring of see invisible (unseen) (73, 26, D) a +0 short sword (unseen) (73, 27, D) an uncursed staff of summoning (unseen) (75, 1, D) an uncursed staff of earth (unseen)